Commit graph

113 commits

Author SHA1 Message Date
chyyran 85ea566575 chore: Release 2023-02-18 00:29:01 -05:00
chyyran b780ca2a90 chore: Release 2023-02-17 01:13:52 -05:00
chyyran 6caf50fcc1 deps: update dependencies 2023-02-17 01:11:30 -05:00
chyyran 7ebc3da94b chore: Release 2023-02-16 01:11:55 -05:00
chyyran f42328280a tests: split tests into their own crates 2023-02-16 00:39:36 -05:00
chyyran 7d6701aa4e chore: Release 2023-02-15 22:58:34 -05:00
chyyran 0000fdbdec chore: Release 2023-02-15 18:40:06 -05:00
chyyran 2ca6aecfe4 cache: clean up cache api 2023-02-15 18:08:47 -05:00
chyyran 604edfb78f cache: implement transparent shader object cache
supported objects:

- SPIR-V artifacts
- Validated DXIL artifacts
- DXBC artifacts
- OpenGL Program Binaries
- Vulkan Pipeline caches
- D3D12 CACHED_PIPELINE_STATE
2023-02-15 18:08:47 -05:00
chyyran 07fac4d1e9 rt: load luts with multiple threads 2023-02-14 02:56:06 -05:00
chyyran 893c58c53d chore: Release 2023-02-13 00:41:53 -05:00
chyyran d6bbdb43fd d3d12: no need to build hlsl if not needed 2023-02-12 22:49:23 -05:00
chyyran bc45729a51 build: replace cargo post with custom buildscript 2023-02-11 18:12:14 -05:00
chyyran 512a4c0050 rt: make runtimes thread safe and document thread safety guarantees 2023-02-10 03:20:59 -05:00
chyyran 009e740610 vk: use gpu-allocator for memory allocations 2023-02-09 18:14:55 -05:00
chyyran cc3e50611e chore: Release 2023-02-08 21:22:33 -05:00
chyyran 771a0896d7 chore: Release 2023-02-08 18:55:46 -05:00
chyyran 5ebc248078 chore: Release 2023-02-08 18:49:11 -05:00
chyyran 3e334536c3 preprocess: stick presets on beta 16 i guess 2023-02-08 18:48:58 -05:00
chyyran 9847e5e603 chore: Release 2023-02-08 18:47:36 -05:00
chyyran c475a4cd9d reflect: fix feature flag for dxil 2023-02-08 18:47:22 -05:00
chyyran 07d9869f85 chore: Release 2023-02-08 18:44:40 -05:00
chyyran c02416314e preprocess: fix dev dependency 2023-02-08 18:44:30 -05:00
chyyran 44b2a797b4 test: add test for shader preprocess 2023-02-08 03:37:21 -05:00
chyyran 2128945c06 test: add test for shader preprocess 2023-02-08 03:28:27 -05:00
chyyran 85497e47c1 build: untangle spirv-to-dxil from non-d3d12 paths 2023-02-08 03:21:28 -05:00
chyyran ccc2539e2f chore: Release 2023-02-08 03:09:03 -05:00
chyyran 48a1b28665 presets: greatly improve path resolution logic and parsing of invalid constructs 2023-02-08 03:06:25 -05:00
chyyran 45dbdc6157 chore: Release 2023-02-07 20:05:12 -05:00
chyyran d1771a8b25 api: fix feature flags to allow building a proper subset of librashader 2023-02-07 18:50:33 -05:00
chyyran d6e1f2ca16 chore: Release 2023-02-07 02:32:55 -05:00
chyyran cb4dc418cd chore: Release 2023-02-06 19:23:06 -05:00
chyyran 3ad67d9539 dep: upgrade to spirv-to-dxil 0.3 2023-02-06 19:22:53 -05:00
chyyran 8588021a6e chore: Release 2023-02-06 02:48:40 -05:00
chyyran 37cb3493ca chore: Release 2023-02-06 02:21:19 -05:00
chyyran 9a898f2cba build: try letting cmake take care of meson and ninja. 2023-02-06 01:42:43 -05:00
chyyran 3cdf3aa105 doc(d3d12): clean up docs for d3d12 2023-02-06 01:25:06 -05:00
chyyran 3db89e5351 vk/11/12: bind VBO only once per frame to save on draw calls. 2023-02-06 00:23:37 -05:00
chyyran f077f86bad dx12: cleanup and micro-opts 2023-02-05 21:49:55 -05:00
chyyran f5fe3e37ef rt(d3d11/vk): allow for parallel shader compilation
OpenGL is for obvious reasons incompatible, and for DX12 the graphics pipeline creation has to be on the main thread so there isn't that much gain to be had.
2023-02-05 19:53:45 -05:00
chyyran f677666900 d3d12: initial implementation of spirv-to-dxil 2023-02-05 01:05:42 -05:00
chyyran 53e3732a93 d3d12: complete mipmapper 2023-02-01 02:08:50 -05:00
chyyran 2f82c5f430 d3d12: implement sampler palette 2023-02-01 02:08:50 -05:00
chyyran 0ceb70d799 d3d12: take hello triangle from windows-rs 2023-02-01 02:08:50 -05:00
chyyran b7a44f25f3 chore: Release 2023-01-29 22:49:26 -05:00
chyyran 43b7d6fb53 preprocess: support latin-1 encoding 2023-01-28 11:58:59 -05:00
chyyran 3db4c332eb chore: Release 2023-01-28 01:50:33 -05:00
chyyran fb827b7c24 vk: reallow usage of render passes for environments where dynamic rendering is not available
This implementation is greatly simplified compared to the older implementation where framebuffers were attached to output targets. Instead, the graphics pipeline object will create new framebuffers on the fly. The suggestion is still to use dynamic rendering for best performance.
2023-01-25 23:45:10 -05:00
chyyran 5d4eafe3bf deps: upgrade deps 2023-01-21 14:31:57 -05:00
chyyran e415e46200 chore: Release 2023-01-21 02:33:50 -05:00